;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government of the same name.
^Allows Serfs to build fortresses.
^Allows Serfs to build villages.
^Allows Serfs to build royal highways.
^Allows Serfs to improve farmland.
^Increases the effect of churches.
^Increases the effect of brothels.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves the faith in our Lord!
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can attack enemy coasts.
^Unseen by most enemy units.
^Can attack aircraft in flight.
^May be lost in high seas.
^Ignores City Walls.
^Carries Naval Guns.
^Can make paradrops.
^Treats all areas as road.
^Defense +50% versus Cavalry.
^Only Protestant governments can build.
^Destroyed after attacking.
^Defense +100% versus missile units.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Royal Court
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Blacksmith
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Church
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Trade Guilds
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Monastery (=Library)
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy assassins. Under Holy Empire, one
content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Marketplace (=Aqueduct)
@PEDIAIMPROVE9
Allows city to increase beyond size 5.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Trade Guilds).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Republic).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ Monastery).

@;Sewers
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Brothel (=Colosseum)
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Monasticism).

@;Manor (=factory)
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Craft Guilds (=mfg plant)
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Manor).

@;Tavern (=SDI Defense)
@PEDIAIMPROVE17
Protects city from the ravages of the Gods.

@;Hospital (=Recycling Center)
@PEDIAIMPROVE18
Decreases epidemics.

@;Stables (=Power Plant)
@PEDIAIMPROVE19
Increases manorial efficiency by 50%.

@;Watermill (=hydro plant)
@PEDIAIMPROVE20
Increases manorial output by 50%.

@;Treasury (=Nuclear Plant)
@PEDIAIMPROVE21
Increases manorial output by 50%.

@;Bank (=stock exchange)
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%.

@;Paved Streets (=Sewer System)
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Windmill (=supermarket)
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Royal Coinage (=superhighways)
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or royal highways) produce 50% more trade.

@;Print Shop (=Research Lab)
@PEDIAIMPROVE26
Stimulates science output by an additional 50%
(cumulative with Monastery and University for a
grand total of 150%).

@;NOT USED (=SAM missile battery)
@PEDIAIMPROVE27
Units in city are doubled on defense against
intruders.

@;Coastal Fortress (=coastal fortress)
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Windmill (=Solar plant)
@PEDIAIMPROVE29
Increases manorial production by 50%.

@;Fishing Docks (=Harbor)
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Harbor (offshore platform)
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;NOT USED (=Airport)
@PEDIAIMPROVE32
Enables 1 unit per turn to be commissioned as papal delegate,
and sent between cities with Papal Courts.

@;Church (=Police Station)
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Shipyard (=Port Facility)
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural (not in the game)
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Wealth
@PEDIAIMPROVE38
Converts production into gold.

@;Great Marketplace (=Pyramids)
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Lindisfarne Gospels (=Hanging Gardens)
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;The True Cross (=Colossus)
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Viking Legacy (=Lighthouse)
@PEDIAIMPROVE42
Ships can move in high seas without danger, and modern
ships have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Intelligence Network (=Great Library)
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Heroic Epic (=Oracle)
@PEDIAIMPROVE44
Doubles the effect of all your churches.

@;Elizabethan Diplomacy (=Great Wall)
@PEDIAIMPROVE45
Enemy civilizations must offer truce/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Bayeaux Tapestry (=Sun Tzu's War Academy)
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;Foreign Imports
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource shield.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Great Reliquary (=Michelangelo's Chapel)
@PEDIAIMPROVE49
Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory (=Copernicus' Observatory)
@PEDIAIMPROVE50
Increases science output of city by 50%.

@;Great Voyage (=Magellan's Expedition)
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Sistine Chapel (=Shakespeare's Theatre)
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Armouring Guild (=Da Vinci's Workshop)
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Magna Carta (=J.S. Bach's Cathedral)
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Bedes Anno Domini (=Isaac Newton's College)
@PEDIAIMPROVE55
-Doubles science output of city.

@;Treasure Fleet (=Adam Smith's Trading Co.)
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Pope Urbans Message (=Darwin's Voyage)
@PEDIAIMPROVE57
Two free civilization advances.
^

@;Machiavellis Legacy (=The Statue of Liberty)
@PEDIAIMPROVE58
Eliminates the period of unrest when your government collapses.
^Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;Corcondat of Worms (=The Eiffel Tower)
@PEDIAIMPROVE59
Improves your diplomatic relations with other civilizations.
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Holy Inquisition (=Women's Suffrage)
@PEDIAIMPROVE60
Acts as a theatre in every city. Unhappiness caused by troops away from
cities decreases with one per city.

@;Great Mining Guild (=Hoover Dam)
@PEDIAIMPROVE61
Increases manorial efficiency by 50% in every city on every continent.

@;Blood Sacrifices (=manhattan project)
@PEDIAIMPROVE62
Allows viking hammers to be built.

@;Catholic Unity (=United Nations)
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As Holy Empire, you can declare war 50% of the time
^  (crusading missions).

@;New World Discovery (=Apollo Program)
@PEDIAIMPROVE64
Reveals the whole map.

@;Protestant Teachings (=SETI Program)
@PEDIAIMPROVE65
Counts as a print shop in every one of your cities; effectively
doubles your science output.
^
@;Dante's Divine Comedy (=cure for cancer)
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Government
^The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
^Tribal Kingdoms, Monarchies, Republics and Protestant regimes
allow you to expand rapidly, to produce and sustain large
numbers of military units, and to control your
affairs completely.
^
^Feudalisms and Holy Empires, on the other hand, enjoy the
benefits of large, hardworking populations, which can
increase your wealth and knowledge rapidly. On the other
hand, your citizens may grow discontent when you send military
units out of your cities; also, the landbased nobility
may try to interfere in your conduct of foreign affairs.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Tribal Kingdom, except that the corruption
rate is VERY HIGH (see entry for Tribal Kingdom).  However, no
taxes are collected during a period of Anarchy, and no
research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Tribal Kingdom
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat 2 food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Tribal Kingdom has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
In a Tribal Kingdom, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of a Tribal Kingdoms high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the second costs one shield per turn.
Settlers eat 2 food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit beyond the second costs one shield per turn.
Settlers eat 2 food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
In a Republic, merchant guilds have full control of
the economy. Your cities, therefore, experience no
corruption.
^
^SPECIAL
All Assassin units produced under Republic governments are
given VETERAN status.  In a republic, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Republic is best for small but prosperous civs which need
to maintain a large military.  Use your powerful assassins to
steal techs from your competitors.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Protestantism
^UNIT SUPPORT
Supports two units for free; additional
units cost one shield each.  Settlers eat 2
food per turn.
^
^HAPPINESS
In a Protestant nation, no citizens are unhappy!
^
^CORRUPTION AND WASTE
Protestant kingdoms has a LOW rate of corruption.
However, Protestantism has the special disadvantage that
science is compromised by 30%.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Churches, Cathedrals, etc.)
pay "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "dirty operations" committed by
your Assassins are reduced.
Under Protestantism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Protestantism eliminates all happiness problems and provides
an excellent revenue. Research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Feudalism
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat 2
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become discontent.
^
^CORRUPTION AND WASTE
Feudalisms enjoy a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under Feudalism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to Feudalism can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Holy Empire
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat 2
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Holy Empires experience NO corruption or waste.
^
^SPECIAL
Under Holy Empire, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of the Holy Empire are fiercely loyal
to their rulers, and cannot be bribed.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Holy Empires can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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